XCOM 2 WOTC: The Legend Ironman Blueprint - A Grandmaster's Guide to Victory

XCOM 2 WOTC: The Legend Ironman Blueprint - A Grandmaster's Guide to Victory

Strategic Command
9/22/2025
12 min read
XCOM 2Strategy GuideWar of the ChosenLegend IronmanTactical

WARNING: This guide assumes you have already failed Legend Ironman at least once. If you haven't, go experience the pain. Come back when you understand why 99.7% of commanders never see the victory screen.

Introduction: The Unwinnable War

Legend Ironman isn't difficult. It's punitive. One misclick, one miscalculation, one pod activation at the wrong moment—campaign over. No saves. No mercy. No second chances.

This is where gaming stops being entertainment and becomes a test of character.

Most guides will tell you it's about tactics. They're wrong. Legend Ironman is about discipline. It's about making the correct decision 10,000 times in a row. It's about understanding that the game is actively trying to kill you, and every turn you survive is a stolen victory.

The Grandmaster's Proof

This guide isn't theory. Every strategy documented here has been executed flawlessly by The Grandmaster—Pete Complete, the most meticulous XCOM commander on YouTube. His Legend Ironman campaigns aren't just victories; they're masterclasses in systematic domination.

When we reference The Grandmaster's techniques, we're not showing you what's possible—we're showing you what's mandatory for survival.

"The opposite of a blind playthrough is a perfect playthrough. And perfection is the minimum standard for Legend Ironman." - The Grandmaster's Philosophy

Part I: The Core Philosophy

Before we discuss builds, tactics, or strategies, you must internalize these four pillars. They are non-negotiable.

1. The Alpha Strike Doctrine

If an alien can shoot, you have already failed.

Every engagement must end on your turn. Every pod must be eliminated before they act. This isn't aggressive—it's survival. The Grandmaster demonstrates this perfectly: enemies don't get turns.

  • Overwatch is death: On Legend, overwatch is 45% at best. That's a 55% chance of failure.
  • Grenades are life: Guaranteed damage, cover destruction, aim bonuses for follow-ups.
  • Height is god: +20 aim, +10 crit from elevation. Always. Every engagement.

2. Threat Prioritization Matrix

Kill order is algorithmic, not emotional:

  1. Priests/Sectoids: Mind control ends campaigns
  2. Lancers: One stun = one death on Legend
  3. Officers: Mark for death = deleted soldier
  4. Everything else: In order of remaining HP

The Grandmaster's rule: "The most dangerous enemy is always the one that can act next."

3. Risk Management Protocol

The 95% shot that misses ends your campaign.

  • Never take a shot below 85% unless it's the killing blow
  • Always have a contingency for every action
  • Blue moves only—yellow moves are campaign enders
  • If you're relying on RNG, you've already lost

4. The Controlled Retreat Principle

Better to lose the mission than lose a soldier.

On Legend Ironman, soldiers are irreplaceable assets. A failed mission sets you back days. A dead Colonel sets you back forever. The Grandmaster has proven this repeatedly: tactical withdrawals win campaigns.

Part II: The Blueprint - Chronological Dominance

Phase 1: The First 30 Days - Surviving the Fire

Days 1-30 Survival Checklist
Every decision in the first month determines if you see the second

Gatecrasher: The Perfect Opening

The Grandmaster's Gatecrasher is poetry in motion—four rookies, flawless execution.

  • Turn 1: Blue move to high cover, overwatch one, others wait
  • Turn 2: Grenade the statue pod, execute with height advantage
  • Turn 3-4: Systematic roof control, aliens never fire
  • Success metrics: 0 damage taken, 8 kills, Flawless rating

Watch The Grandmaster's perfect Gatecrasher execution →

Build Order: The Only Path

Guerrilla Tactics School (GTS) → Resistance Ring → Proving Ground

This is scripture. Deviate and die.

  1. GTS First: Squad Size I by first retaliation (critical)
  2. Resistance Ring Second: Covert ops = free promotions
  3. Proving Ground Third: Experimental ammo before first Chosen

Research Path (Non-negotiable):

  1. Modular Weapons (weapon upgrades = force multipliers)
  2. Resistance Communications (expand or die)
  3. Magnetic Weapons (the great equalizer)

First Retaliation: The Baptism

This is where 50% of Legend Ironman campaigns end.

The Grandmaster's Retaliation Protocol:

  • Soldiers: 1 Specialist, 1 Grenadier, 2 Rangers/Rookies
  • Positioning: Never leave the initial high ground until Turn 3
  • Faceless: Always assume three. Always.
  • Civilians: 6 saved minimum, 8+ optimal

The key insight: Faceless reveal when you're within 2 tiles of civilians. Use this. Control the reveals.

First Supply Raid: Resource Injection

Never skip the first supply raid. Ever.

Standard loadout insufficient? Take it anyway. The resources are worth the risk. The Grandmaster takes every supply raid before Magnetic Weapons—and wins them all.

Tactics:

  • Concealment until optimal ambush position
  • Height advantage mandatory
  • Kill the entire pod on reveal
  • Extract at 3 turns remaining (not 2, not 4—exactly 3)

Phase 2: Securing the Mid-Game - Forging the Spear

The Unstoppable Six

The Grandmaster's A-Team (Month 2-3 priorities):

  1. Grenadier Alpha: Shredder, Suppression, Chain Shot, Salvo

    • Role: Cover destruction, guaranteed damage
    • Items: Superior scope, Superior magazine, Plasma grenade
  2. Specialist Prime: Combat Protocol, Restoration, Capacitor Discharge

    • Role: Guaranteed damage, status removal, healing
    • Items: Superior scope, Medikit, Skulljack
  3. Ranger Death: Shotgun surgeon build

    • Role: Pod cleanup, high-percentage elimination
    • Items: Talon rounds, Superior laser sight, Mindshield
  4. Sharpshooter Overwatch: Long Watch, Kill Zone, Serial

    • Role: Pod activation punishment
    • Items: Superior scope, Superior magazine, AP rounds
  5. Reaper Shadow: The scout that never breaks concealment

    • Role: Map control, ambush setup, objective completion
    • Items: Superior magazine, Claymore
  6. Templar/Skirmisher Flex: Faction preference

    • Role: Action economy manipulation
    • Items: Mindshield mandatory

Phase 3: Breaking the Chosen - The Hunter Becomes the Hunted

The Warlock Stronghold Assault

The Grandmaster's approach is surgical: Speed over safety.

Loadout Requirements:

  • 2+ Mindshields (mandatory)
  • 1 Reaper (for sarcophagus location)
  • Bluescreen rounds (for Spectral Army)
  • Restoration Protocol specialist

The Three-Turn Execution:

  1. Turn 1-3: Reaper scouts, team positions at sarcophagus entrance
  2. Turn 4-6: Breach, eliminate guards, damage sarcophagus
  3. Turn 7-9: Warlock appears, focus fire, mission complete

Never fight the regenerating enemies. Speed is survival.

The Assassin Stronghold Assault

Motion is life. Camping is death.

The Assassin punishes static play. The Grandmaster never stops moving.

Critical Insights:

  • Bring a Phantom Ranger for scouting
  • Stock up on Battle Scanners
  • Superior Repeaters = 15% execution chance
  • Never cluster (Harbor Wave)

Execution Timeline:

  • Room 1: Clear and advance, no overwatching
  • Room 2: Scanner deployment, controlled engagement
  • Sarcophagus: All-in burst, no conservation

The Hunter Stronghold Assault

The easiest becomes the most profitable.

By the time you assault the Hunter, you should have Colonels and plasma weapons. This is a victory lap.

The Grandmaster's Hunter Farm:

  • Let him mark soldiers (meaningless with proper positioning)
  • Use grapple points against him
  • Plasma + Bluescreen = 2-turn kill

Watch The Grandmaster dismantle all three Chosen →

Phase 4: Endgame - The Final March

Days 120+: The Avatar Project
You've survived the war. Now win it.

The Power Ceiling

Your Endgame A-Team should be:

  • 6-8 Colonels with full ability trees
  • Plasma weapons + Superior upgrades
  • Powered Armor + WAR Suits
  • Chosen weapons distributed

The Overkill Loadout:

  • Darklance (Hunter's sniper): Serial + Superior Scope = squad wipes
  • Arashi (Assassin's shotgun): Rapid Fire + Run and Gun = deletion
  • Disruptor Rifle (Warlock's rifle): Guaranteed hit = clutch saves

Waterworld: The Penultimate Test

This is where overconfidence kills.

Waterworld is harder than the final mission. The Grandmaster treats it with more respect than any other mission.

Mandatory Preparations:

  • 2+ Specialists with Restoration
  • 3+ Mimic Beacons
  • Full consumables (no conservation)
  • Psi Operative with Domination

The Execution:

  1. Codex/Avatar priority kills
  2. Never trigger multiple pods
  3. Use Domination on Andromedons
  4. Extract immediately when objective complete

The Final Mission: Network Tower

Two paths. One correct.

Path A (Commanders): Rush the Avatars, tank the reinforcements Path B (Grandmasters): Methodical control, zero damage victory

The Grandmaster always chooses Path B.

The Perfect Final Mission:

  1. First Room: Kill everything, full reload
  2. Second Room: Mimic beacon deployment, controlled pod pulls
  3. Avatar Room 1: Banish + Annihilate, one-turn kill
  4. Avatar Room 2: Serial chain, squad-wide execution
  5. Final Avatar: Null Lance/Fan Fire/Rapid Fire deletion

Time doesn't matter. Perfection matters.

The Grandmaster's Flawless Final Mission →

The Meta Layer: Campaign Management

Covert Operations Priority

The Grandmaster's Covert Op Hierarchy:

  1. Resistance Contacts (expand or die)
  2. Superior Upgrades (force multipliers)
  3. Facility Leads (Avatar timer management)
  4. Soldier XP (only for rookies)
  5. Resources (only when desperate)

Never take Ambush risk above "Low" before plasma tier.

The Resistance Ring Breakthrough

Hunt The Chosen is mandatory every month. The intelligence alone is worth it.

Resistance Orders Priority:

  1. Integrated Warfare (+1 upgrade slot = game changer)
  2. Superior Teamwork (+1 action = economy breaking)
  3. Tactical Analysis (starting actions = alpha strike enabler)
  4. Between the Eyes (crit stacking = deletion protocol)

The Black Market Economy

Never sell before you must. Always sell when you must.

Selling Priority:

  1. Excess corpses (keep 20 of each)
  2. Excess alloys (keep 100 buffer)
  3. Weapon upgrades (only duplicates)
  4. Never sell Elerium (ever)

The Grandmaster's Economic Law: "Resources are meant to be spent, not hoarded."

Advanced Techniques: The Grandmaster's Secrets

The Overwatch Trap Paradox

Overwatch on Legend is 45% base. But stacked overwatch creates psychological pressure.

The Setup:

  • 3+ soldiers on overwatch
  • Height advantage (+20%)
  • Superior Scope (+15%)
  • Result: 80% hit chance per soldier

Even on Legend, three 80% shots = near certainty.

The Mimic Beacon Economy

One Mimic Beacon = One free turn

The Grandmaster's rule: Never enter a mission without 2+ beacons after Month 2.

Usage Doctrine:

  • Deploy when pod activation goes wrong
  • Deploy to protect wounded soldiers
  • Never deploy on Turn 1 (waste)
  • Always deploy against Sectopods/Gatekeepers

The Reaper Delete Button

Banish + Superior Magazine + Superior Repeater + Tactical Rigging

  • 6-9 shots
  • 15% instant kill per shot
  • Result: 60-75% chance to delete any enemy

The Grandmaster calls this "The Problem Solver."

The Bladestorm Wall

Templar + Bladestorm + Fortress + Parry

Position correctly and entire pods delete themselves.

Setup:

  1. Parry in middle of pod patrol path
  2. Entire pod takes bladestorm damage
  3. Survivor attacks get parried
  4. Clean up with squad

Common Campaign Killers (And Solutions)

The First Retaliation Wipe

Problem: Faceless + Reinforcements overwhelm

Solution: Never leave initial high ground until Turn 3

The Chosen Knowledge Spiral

Problem: Chosen reaches Max Knowledge, kidnaps A-Team

Solution: Hunt the Chosen covert op every month

The Viper King Ambush

Problem: Ruler reaction murders squad

Solution: Frost Grenade → Stasis → Banish. Every time.

The Sectopod Activation

Problem: 40HP, 6 Armor, area attacks

Solution: Bluescreen + Rapid Fire + Chain Shot. Two turns maximum.

The Avatar Reinforcement Flood

Problem: Final mission infinite spawns

Solution: Kill Avatars in 1 turn. No exceptions.

The Final Doctrine

Legend Ironman isn't won through brilliant plays. It's won through the absence of mistakes.

Every strategy in this guide has been proven by The Grandmaster. Not in theory. Not occasionally. Every. Single. Time.

Your failures are not RNG. They are discipline failures. The game is deterministic at the strategic layer. Play correctly and you cannot lose.

The Grandmaster's Final Wisdom: "Perfection isn't an aspiration in Legend Ironman. It's the minimum viable standard."


Required Viewing: The Grandmaster's Essential Campaigns


Remember: You're not playing XCOM 2. You're playing Legend Ironman. They are not the same game.

Now go forth and join the 0.3%.

Next Guide: "Long War of the Chosen - When Legend Ironman Isn't Enough"

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